;
;   CIVILIZATION GAME DATA - Roman Riots II
;
;
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
1	; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
1       ; # of food each citizen eats per turn
2	; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Empire)
16	; City size for first unhappiness at Chieftain level
15      ; Riot factor based on # cities (higher factor lessens the effect)
16      ; Aqueduct needed to exceed this size
32      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy pays support for all units past this
4       ; Empire pays support for all units past this
32      ; Theocracy pays support for all units past this
20      ; Empire is equivalent of this palace distance.
100	; Theocracy loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
6       ; Max effective science rate in Theocracy (x10, so 5 = 50%)


;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Late Stone Age
;             1 = Copper Age
;             2 = Bronze Age
;             3 = Iron Age
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Pictographs,        4, 2,  nil, nil, 0, 3    ; AFl Advanced Flight
Alphabet,           5, 1,  AFl, nil, 0, 3    ; Alp
Star Observations,  3, 1,  Alp, nil, 1, 3    ; Amp Amphibious Warfare
Astronomy,          4, 1,  PT,  Amp, 2, 3    ; Ast
Aristocracy,        4, 1,  Cmn, Ldr, 3, 2    ; Ato Atomic Theory
Egyptian Culture,   1, 0,  no,  no,  0, 2    ; Aut *** Automobile
Food Surplus,       4, 1,  E1,  nil, 2, 1    ; Ban Banking
Bridge Building,    4, 0,  Rec, Mat, 3, 4    ; Bri
Bronze Age,         7, 0,  Mon, CA,  2, 4    ; Bro Bronze Working
Ceremonial Burial,  5, 0,  Alp, Chi, 0, 2    ; Cer
Chemistry,          5,-1,  Lit, Mat, 3, 3    ; Che
Horse Training,     3, 1,  Eco, War, 1, 0    ; Chi Chivalry
Code of Laws,       4, 1,  Cer, nil, 1, 2    ; CoL
Copper Age,         5, 0,  Pot, Alp, 1, 4    ; CA  Combined Arms
Internal Revolt,    1, 0,  no,  no,  0, 0    ; Cmb Combustion
Empire,             8, 0,  Med, ToG, 2, 2    ; Cmn Communism
Use of Tin,         4, 1,  CA,  Esp, 1, 4    ; Cmp Computers
Chariot Tactics,    6,-1,  Met, Cmn, 2, 0    ; Csc Conscription
Fortifications,     5, 0,  Mas, Feu, 1, 4    ; Cst Construction
Monetary Taxation,  4, 0,  Cur, Cmn, 3, 1    ; Cor The Corporation
Currency,           4, 1,  Tra, nil, 3, 1    ; Cur
Democracy,          1, 0,  no,  no,  0, 0    ; Dem N/A
Domestication,      4, 1,  Pot, nil, 0, 1    ; Eco Economics
The Plow,           4, 2,  Eco, nil, 1, 1    ; E1  Electricity
Class Structure,    3, 1,  nil, nil, 0, 2    ; E2  Electronics
Engineering,        4, 0,  U3,  Rec, 3, 4    ; Eng
Civic Planning,     3, 1,  Med, Bro, 2, 4    ; Env Environmentalism
Sickle Sword,       4,-1,  Las, CA,  1, 0    ; Esp Espionage
Explosives,         1, 0,  no,  no,  0, 0    ; Exp N/A
Ranged Fire Tactics,4,-1,  Esp, nil, 1, 0    ; Feu Feudalism
Bronze Weapons,     4,-1,  Bro, Feu, 2, 0    ; Fli Flight
Theocracy,          1, 0,  no,  no,  0, 0    ; Fun N/A *** Fundamentalism
Fishing,            3, 0,  Eco, nil, 1, 1    ; FP  Fusion Power
Improved Harness,   3,-1,  Whe, Hor, 1, 0    ; Gen Genetic Engineering
Guerrilla Warfare,  4, 1,  no,  no,  0, 0    ; Gue N/A
Eighteen Foot Pike, 5,-2,  Min, nil, 3, 0    ; Gun Gunpowder (Sell Barracks)
Horseback Riding,   4,-1,  Chi, nil, 1, 0    ; Hor
Assyrian Culture,   1, 0,  no,  no,  0, 2    ; Ind *** Industrialization
Sea Peoples Culture,1, 0,  no,  no,  0, 2    ; Inv *** Invention
Iron Age,           7, 0,  Mys, Sth, 3, 4    ; Iro Iron Working
Legion Tactics,     6,-1,  X6,  nil, 3, 0    ; Lab Labor Union
Leather Armor,      4,-1,  War, nil, 1, 0    ; Las The Laser
Leadership,         5,-1,  Gun, nil, 3, 0    ; Ldr 
Literacy,           5, 2,  Map, Phi, 3, 3    ; Lit
Iron Weapons,       4,-2,  Iro, NF,  3, 0    ; Too Machine Tools
Heavy Keel,         4, 1,  NP,  Nav, 3, 0    ; Mag Magnetism
Map Making,         6,-1,  Wri, Stl, 2, 1    ; Map
Masonry,            4, 1,  CA,  nil, 1, 4    ; Mas
Mass Production,    1, 0,  no,  no,  0, 0    ; MP  N/A
Mathematics,        4,-1,  Phi, Too, 3, 3    ; Mat
Civil Service,      4, 1,  Mon, nil, 2, 2    ; Med Medicine
Metal Axle,         4,-2,  ToG, nil, 2, 0    ; Met Metallurgy
Military Training,  5, 0,  Too, nil, 3, 0    ; Min Miniaturization
Armored Horses,     4,-1,  X3,  Lab, 3, 0    ; Mob Mobile Warfare (Sell Barracks)
Monarchy,           6, 1,  CA,  CoL, 1, 2    ; Mon
Pantheon,           5, 1,  Phi, Mys, 3, 2    ; MT  Monotheism
Mysticism,          4, 0,  PT,  nil, 2, 2    ; Mys
Navigation,         6,-1,  SE,  Map, 3, 1    ; Nav
Naue Type II Sword, 8, 0,  Csc, nil, 2, 0    ; NF  Nuclear Fission
Improved Galleys,   5, 0,  Plu, Min, 3, 0    ; NP  Nuclear Power
Philosophy,         6, 1,  Ast, Wri, 2, 3    ; Phi
Outrigger,          4, 1,  Tac, Map, 2, 0    ; Phy Physics
Plastics,           1, 0,  no,  no,  0, 0    ; Pla N/A
Naval Tactics,      4, 1,  Iro, Phy, 3, 0    ; Plu Plumbing
Polytheism,         4, 0,  Mon, ToG, 2, 2    ; PT
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot
Radio,              1, 0,  no,  no,  0, 0    ; Rad N/A
Special Units,      1, 0,  Rad, nil, 0, 0    ; RR  Railroad (Note: Not in Active Tech Tree)
Construction,       5, 1,  Iro, Cst, 3, 4    ; Rec Recycling
Unit Tactics,       7,-1,  Ldr, Rep, 3, 0    ; Ref Refining
Crop Rotation,      3, 1,  Env, Ban, 3, 1    ; Rfg Refrigeration
The Republic,       5, 1,  Ato, Lit, 3, 2    ; Rep 
Fire Ship,          5,-1,  Mag, X7,  3, 0    ; Rob Robotics
Improved Reins,     4, 0,  Hor, Feu, 2, 0    ; Roc Rocketry
Building Code,      4, 2,  Env, Eng, 3, 4    ; San Sanitation
Seafaring,          4, 1,  Stl, Phy, 2, 1    ; Sea
History,            4, 1,  Uni, The, 3, 3    ; SFl Space Flight
Smelting Furnace,   3, 0,  Bro, Fli, 2, 4    ; Sth Stealth
Sea Trade,          4, 1,  Sea, Tra, 2, 1    ; SE  Steam Engine
The Sail,           4, 0,  FP,  Amp, 1, 1    ; Stl Steel
Synchronized Rowing,4, 1,  War, Stl, 2, 0    ; Sup Superconductor
The Beak,           4, 1,  Bro, Sup, 2, 0    ; Tac Tactics
Mythology,          3, 1,  MT,  nil, 3, 2    ; The Theology
Spoked Wheels,      6, 0,  Fli, Gen, 2, 0    ; ToG Theory of Gravity
Land Trade,         4, 2,  Ban, Mon, 2, 1    ; Tra Trade
Geometry,           4,-1,  Mat, Nav, 3, 3    ; Uni University
Organized Warfare,  5,-1,  nil, nil, 0, 0    ; War Warrior Code
The Wheel,          4,-1,  Chi, War, 1, 0    ; Whe
Writing,            4, 2,  Alp, nil, 1, 3    ; Wri
Future Technology,  1, 0,  nil, nil, 3, 3    ; ...
Tunnel Building,    3,-1,  Rec, U3,  3, 0    ; U1
Battering Ram,      5,-1,  Cst, Whe, 2, 0    ; U2
Siege Tactics,      4,-1,  U2,  Cmn, 2, 0    ; U3
Corvus,             5,-2,  Mag, X5,  3, 0    ; X1
Siege Ship,         4,-1,  Mat, Mag, 3, 0    ; X2
Cavalry Tactics,    4,-1,  Ato, Roc, 3, 0    ; X3
House Tech,         0, 0,  no, no, 0, 0    ; X4
Hanno Tech,		0, 0,  nil, no, 0, 0    ; X5
Legion Tech,		0, 0,  nil, no, 0, 0    ; X6
Rebel Tech,		0, 0,  nil, no, 0, 0    ; X7

;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
; Note: The Game will not accept an "X8" Row

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                  1,  0,    nil,
Palace,                   10, 0,    nil,
Barracks,                 4,  0,    no,
Granary,                  6,  0,    no,
Temple,                   4,  0,    nil,
Barter System,            8,  0,    nil,	; MarketPlace
School of Scribes,        8,  0,    no,	; Library
Governor's Palace,        8,  0,    no,	; Courthouse
City Walls,               8,  0,    nil,
Aqueduct,                 8,  0,    no,
MarketPlace,              12, 0,    no,	; Stock Exchange
Temple Complex,           12, 0,    nil,	; Cathedral
Library,                  16, 0,    no,	; University
Ignore,			  0,  0,    no,	; Mass Transit
Colosseum,                10, 0,    nil,
Artisan Quarter,          16, 0,    no,	; Factory
Foundry Complex,          24, 0,    no,	; Manufacturing Plant
SDI Defense,              20, 0,    no,
Ignore,			  1,  0,    no,	; Recycling Center
Power Plant,              16, 0,    no,
Slave Market,             24, 0,    no,	; Hydro Plant
Nuclear Plant,            16, 0,    no,
Merchant Quarter,         16, 0,    no,	; Stock Exchange
Sewer System,             24, 0,    no,
Soil Fertilization,        8, 0,    no,	; Supermarket
Trade Center,             20, 0,    no,	; Superhighways
School of Philosophy,     16, 0,    no,	; Research Lab
Counter-Mining,           10, 0,    no,	; SAM Missile Battery
Claws of Archimedes,      20, 0,    no,	; Coastal Fortress
Ignore,			   0, 0,    no,	
Harbor,                   6,  0,    no,
Fishing Fleet,            16, 0,    no,	; Offshore Platform
Airport,                  16, 0,    no, 
Garrison Troops,          6,  0,    no,	; Police Station
Shipyard,                 8,  0,    no,	; Port Facility
SS Structural,            8,  0,    no,
SS Component,             16, 0,    no,
SS Module,                32, 0,    no,
(Simple Economy),        60, 0,    nil,; I; (Capitalization)
Pyramids,                 30, 0,    no,; S
Hanging Gardens,          30, 0,    no,; C
Purple Dye of Tyre,       40, 0,    no,; B; Colossus
The Odyssey,              30, 0,    no,; B; Lighthouse
Great Library,            30, 0,    no,; I
Oracle,                   30, 0,    no,; B
Cyclopean Walls,          30, 0,    no,; C; Great Wall
Sargon's Arsenal,         30, 0,    no,; B; Sun Tzu's War Academy
Cedars of Lebanon,        30, 0,    no,; B; King Richard's Crusade
Diplomatic System,        20, 0,    no,; B; Marco Polo's Embassy
Temple of Karnak,         60, 0,    no,; I; Michelangelo's Chapel
Ziggurat of Ur,           30, 0,    no,; C; Copernicus' Observatory
Pharoah Necho's Voyage,   40, 0,    no,; I; Magellan's Expedition
Temple of Solomon,        30, 0,    no,; C; Shakespeare's Theatre
Archimedes' Workshop,     40, 0,    no,; I; Leonardo's Workshop
Valley of the Kings,      40, 0,    no,; B; J. S. Bach's Cathedral
Ptolemy's Observatory,    40, 0,    no,; B; Isaac Newton's College
Palace of Knossos,        40, 0,    no,; B; Adam Smith's Trading Co.
Arms Race,                40, 0,    no,; I; Darwin's Voyage
Parthenon,                60, 0,    no,; I; Statue of Liberty
Colossus,                 30, 0,    no,; B; Eiffel Tower
The Senate,               60, 0,    no,; I; Women's Suffrage
Slave Labor System,       60, 0,    no,; B; Hoover Dam
Labyrinth,                30, 0,    no,; S; Manhattan Project
United Nations,           60, 0,    no,; Note: Railroad isn't available, so neither is UN
Journey of Herododtus,    60, 0,    no,; I; Apollo Program
Aristotle's Academy,      60, 0,    no,; B; SETI Program
Fertility Festival,       40, 0,    no,; B; Cure for Cancer

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,        ; Hanging Gardens
nil,        ; Colossus
nil,        ; Lighthouse
nil,        ; Great Library
nil,        ; Oracle
Cmb,        ; Great Wall
Cmb,        ; Sun Tzu's War Academy
nil,        ; King Richard's Crusade
nil,        ; Marco Polo's Embassy
nil,        ; Michelangelo
nil,        ; Copernicus
nil,        ; Magellan
nil,        ; Shakespeare
nil,        ; Da Vinci's Workshop
nil,        ; Bach
nil,        ; Newton
nil,        ; Smith's Trading Co.
nil,        ; Darwin
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
Pot,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo
nil,        ; SETI
nil,        ; Cure for Cancer


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
@UNITS
Farmers,	no, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no, 100000000000000  ; Settlers
Engineers,	no, 0,  2.,0,  4a,3d,  2h,1f,  8,0,  5, no, 100000000000000  ; Engineers
Tent I,		nil, 1,  0.,127,  0a,0d,  0h,0f,  1,0,  7, X4,	100100000000011
Tent II,	nil, 1,  0.,127,  0a,0d,  0h,0f,  1,0,  7, X4,	100100000000011  ; Phalanx
Shack I,	nil, 1,  0.,127,  0a,0d,  0h,0f,  1,0,  7, X4,	100100000000011  ; Archers
Shack II,	nil, 1,  0.,127,  0a,0d,  0h,0f,  1,0,  7, X4,	100100000000011  100100000000011  ; Legion
Hovel I,	nil, 1,  0.,127,  0a,0d,  0h,0f,  1,0,  7, X4,	100100000000011  100100000000011  ; Pikemen
Hovel II,	nil, 1,  0.,127,  0a,0d,  0h,0f,  1,0,  7, X4,	100100000000011  100100000000011  ; Musketeers
Stone I,	nil, 1,  0.,127,  0a,0d,  0h,0f,  1,0,  7, X4,	100100000000011  100100000000011  ; Fanatics
Citizen,	no, 0,  1.,0,  2a,2d,  2h,1f,  3,0,  1, no,  100001000000010  ; Partisans
Stone II,	nil, 1,  0.,127,  0a,0d,  0h,0f,  1,0,  7, X4,	100100000000011  100100000000011  ; Alpine Troops
Roman I,	nil, 1,  0.,127,  0a,0d,  0h,0f,  1,0,  7, X4,	100100000000011  100100000000011  ; Riflemen
Roman II,	nil, 1,  0.,127,  0a,0d,  0h,0f,  1,0,  7, X4,	100100000000011  100100000000011  ; Marines
Roman III,	nil, 1,  0.,127,  0a,0d,  0h,0f,  1,0,  7, X4,	100100000000011  100100000000011  ; Paratroopers
Roman IV,	nil, 1,  0.,127,  0a,0d,  0h,0f,  1,0,  7, X4,	100100000000011  100100000000011  ; Mech. Inf.
Big I,		nil, 1,  0.,127,  0a,0d,  0h,0f,  1,0,  7, X4,	100100000000011  100100000000011
Big II,		nil, 1,  0.,127,  0a,0d,  0h,0f,  1,0,  7, X4,	100100000000011  100100000000011  ; Chariot
Big III,	nil, 1,  0.,127,  0a,0d,  0h,0f,  1,0,  7, X4,	100100000000011  100100000000011  ; Elephant
Big IV,		nil, 1,  0.,127,  0a,0d,  0h,0f,  1,0,  7, X4,	100100000000011  100100000000011  ; Crusaders
Big V,		nil, 1,  0.,127,  0a,0d,  0h,0f,  1,0,  7, X4,	100100000000011  100100000000011  ; Knights
Palace I,	nil, 1,  0.,127,  0a,0d,  0h,0f,  1,0,  7, X4,	100100000000011  100100000000011  ; Dragoons
Palace II,	nil, 1,  0.,127,  0a,0d,  0h,0f,  1,0,  7, X4,	100100000000011  100100000000011  ; Cavalry
Palace III,	nil, 1,  0.,127,  0a,0d,  0h,0f,  1,0,  7, X4,	100100000000011  100100000000011  ; Armor
Palace IV,	nil, 1,  0.,127,  0a,0d,  0h,0f,  1,0,  7, X4,	100100000000011  100100000000011  ; Catapult
Palace V,	nil, 1,  0.,127,  0a,0d,  0h,0f,  1,0,  7, X4,	100100000000011  100100000000011  ; Cannon
Palace IV,	nil, 1,  0.,127,  0a,0d,  0h,0f,  1,0,  7, X4,	100100000000011  100100000000011  ; Artillery
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000010001000000  ; Howitzer
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000010001000000  ; Fighter
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000010001000000  ; Bomber
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000010001000000  ; Helicopter
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000010001000000  ; Stlth Ftr.
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000010001000000  ; Stlth Bmbr.
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000010001000000  ; Trireme
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000010001000000  ; Caravel
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000010001000000  ; Galleon
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000010001000000  ; Frigate
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000010001000000  ; Ironclad
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000010001000000  ; Destroyer
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000010001000000  ; Cruiser
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000010001000000  ; AEGIS Cruiser
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000010001000000  ; Battleship
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000010001000000  ; Submarine
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000010001000000  ; Carrier
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000010001000000  ; Transport
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000010001000000  ; Cruise Msl.
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000010001000000  ; Nuclear Msl.
Praefect III,		nil,	0,  3.,0,  0a,6d,	4h,3f, 2,0,  1, no,	100100000000011  ; Diplomat
Briber,			no, 0,  127.,0, 0a,0d,  0h,0f, 0,0,  6, no, 000010001010000  ; Spy
Praefect I,		nil,	0,  3.,0,  0a,5d,	3h,3f, 2,0,  1, X6,	100100000000011  ; Caravan
~~~~~~~~~,	no, 0,  0.,0, 0a,0d,  0h,0f, 0,0,  0, no, 000010001000000  ; Freight
Pachyderms,		nil,	0,  6.,0,  6a,2d,	3h,4f, 3,0,  3, no,	100101000000011  ; Explorer
Dark Furies,		nil,	0,  9.,0, 10a,1d,	2h,4f, 4,0,  0, no,	100101000000011  ; Extra Land
Julius Commonus,	nil,	0,  6.,0,  8a,3d,	2h,3f, 10,0,  1, no,	100100000000011  ; Extra Ship
Rebel Skirmisher,	nil,	0,  6.,0,  4a,0d,	1h,8f, 2,0,  0, X7,	100101000000011  ; Extra Air
Rebel Defender,		nil,	0,  0.,0,  0a,3d,	2h,1f, 1,0,  1, X7,	100100000000011  ; Test Unit 1
Scout,			nil,	0, 18.,0,  0a,3d,	4h,1f, 3,0,  3, X6,	100100000000011  ; Test Unit 2
Elite Cavalry,		nil,	0,  6.,0,  9a,2d,	2h,3f, 4,0,  0, X6,	100100000000011  ; Test Unit 3
Light Cavalry,		nil,	0,  9.,0,  6a,0d,	1h,3f, 3,0,  0, X6,	100100000000011  ; Test Unit 4
Hanno,			nil,	0,  0.,0,  0a,4d,	4h,3f, 10,0, 1, no,	100100000000011  ; Test Unit 5
Maximus Glorius,	nil,	0,  3.,0, 10a,3d,	4h,5f, 10,0, 1, no,	100100000000011  ; Test Unit 6
Invader,		nil,	0,  3.,0,  8a,4d,	2h,3f, 2,0,  0, no,	100100000000011  ; Test Unit 7
Praefect II,		nil,	0,  3.,0,  8a,2d,	2h,3f, 2,0,  0, X6,	100100000000011  ; Test Unit 8

;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Empire
;        4 N/A - Theocracy
;        5 Republic
;        6 N/A - Democracy
;
@TERRAIN
Scrubland,	1,3,  1,1,1,   no,  1, 5, 5,   no,  1, 5,  3,  no,	; Drt
Meadow,		1,3,  2,1,1,   no,  1, 5, 5,   no,  1, 5,  3,  no,	; Pln
Grassland,	1,3,  2,1,1,   no,  1, 5, 5,   no,  1, 5,  3,  no,	; Grs
Garden,		1,3,  1,2,1,   no,  1, 5, 5,   no,  1, 5,  3,  no,	; For
Civic,		1,2,  1,2,1,   no,  1, 5, 5,   no,  1, 5,  3,  no,	; Hil
Road,		1,2,  0,1,0,   no,  1, 5, 5,   no,  1, 5,  3,  no,	; Mou
Pavement,	1,2,  2,1,2,   no,  1, 5, 5,   no,  1, 5,  3,  no,	; Tun
Marble,		1,2,  0,0,0,   no,  1, 5, 5,   no,  1, 5,  3,  no,	; Gla
Cobblestone,	1,2,  2,1,1,   no,  1, 5, 5,   no,  1, 5,  3,  no,	; Swa
x,		1,3,  2,1,1,   no,  1, 5, 5,   no,  1, 5,  3,  no,	; Jun
River,		1,0,  0,0,0,   no,  1, 5, 5,   no,  1, 5,  3,  no,	; Oce
Scrubland,	1,3,  1,1,1,;First Set
Meadow,		1,3,  2,1,1,
Grassland,	1,3,  2,1,1,
Garden,		1,3,  1,2,1,
Civic,		1,2,  1,2,1,
Road,		1,2,  0,1,0,
Pavement,	1,2,  2,1,2,
Marble,		1,2,  0,0,0,
Cobblestone,	1,2,  2,1,1,
x,		1,3,  2,1,1,
River,		1,0,  0,0,0,
Scrubland,	1,3,  1,1,1,;Second Set
Meadow,		1,3,  2,1,1,
Grassland,	1,3,  2,1,1,
Garden,		1,3,  1,2,1,
Civic,		1,2,  1,2,1,
Road,		1,2,  0,1,0,
Pavement,	1,2,  2,1,2,
Marble,		1,2,  0,0,0,
Cobblestone,	1,2,  2,1,1,
x,		1,3,  2,1,1,
River,		1,0,  0,0,0,




@GOVERNMENTS
Anarchy,        Strongman,   Strongman
Despotism,      Lord,        Lady
Monarchy,       King,        Queen
Empire,         Emperor,     Empress
Theocracy,      High Priest, High Priestess
Republic,       Consul,      Consul
Democracy,      Archon,      Archon

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Minor Powers
;           3 = Sea Peoples
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Maximus Gloriosus,	Maxima Gloriosa,	0, 1, 1, Roman Legion,	Roman Legion,	1,  1, -1,	4, Centurion, Centurion
Julius Commonus,	Julia Commona,		0, 2, 2, Rebels,	Rebel,		1,  1, -1,	4, Inciter, Inciter
Hanno,			Hanna,			0, 3, 3, Invaders,	Invaders,	1,  1, -1,	4, General, General
Markus Mercurius,	Marka Mercuria,		0, 4, 2, Merchants,	Merchant,	-1, -1, 1,	1, Trader, Trader, 2, Trader, Trader, 3, Trader, Trader, 4, Trader, Trader 
Ptolemy,		Kleopatra,		0, 5, 0, Egyptians,	Egyptian,	0,  0,  1,
Hellenius,		Hellenia,		0, 6, 1, Greeks,	Greek,		1,  1,  0,
Julius Commonus,	Julia Commona,		0, 7, 3, Rebels,	Rebel,		1,  1, -1,	4, Inciter, Inciter
Caesar,       Livia,               0, 1, 1, Romans,      Roman,       0,  1,  1,     2, Dictator, Dictator,  3, Imperator, Imperatrix
Tarquin,      Latona,              0, 2, 1, Etruscans,   Etruscan,    1, -1,  1,
David,        Golda Meir,          0, 3, 1, Israelis,    Israeli,     1,  1,  1,     4, Archbishop, Archbishop,  6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Pacal,        Pacala,              0, 5, 2, Mayas,       Mayan,      -1,  0,  1,
Saladin,      Jazmin,              1, 6, 1, Arabs,       Arab,        1,  0,  1,     2, Sultan, Sultana,  3, Great Sultan, Great Sultana,  4, Ayatollah, Ayatollah
Genghis Khan, Bortei,              0, 7, 3, Mongols,     Mongol,      1,  1, -1,     2, Khan, Khan,  3, Great Khan, Great Khan
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Atawalpa,     Pacha Mama,          0, 2, 3, Incas,       Inca,        1,  0,  1,
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Tokugawa,     Amaterasu,           0, 4, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun,  6, Prime Minister, Prime Minister
Alexander,    Hippolyta,           1, 5, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Hannibal,     Dido,                0, 6, 1, Carthaginians, Carthaginian, 0,  0, -1,
Solomon,      Sheba,               0, 7, 0, Hebrews,     Hebrew,      0,  0,  0,     6, Premier, Premier

;
;   Trading Commodities
;
@CARAVAN
Hides,
Wool,
Olives,  ; Beads
Cloth,
Salt,
Timber,  ; Coal
Copper,
Dye,
Wine,
Papyrus, ; Silk
Silver,
Spice,
Gems,
Gold,
Tin,     ; Oil
Slaves,  ; Uranium


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Galley Slave
Centurion
Senator
Governor
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













